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Medical boosters: Difference between revisions

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== Using boosters ==
== Using boosters ==
To use a booster, right click on it and select 'Consume'. This can be done in space or at a station. Each booster type has a different "slot" that it uses, viewable in the character sheet. You cannot use another booster if it occupies the same slot as currently active booster. These slots are distinct from those used for regular neural implants.
To use a booster, right click on it and select "Consume". This can be done in space or at a station. Each booster type has a different "slot" that it uses, viewable in the character sheet. Pilots cannot use another booster if it occupies the same slot as a currently active booster. These slots are distinct from those used for regular neural implants.


It is not possible to override an booster once it has been consumed; you must wait out the drug for its duration. Boosters last 30 minutes, increased by 20% (6 minutes) for each level of {{sk|Biology}} the user has trained.  
It is not possible to override an booster once it has been consumed - pilots must wait out the drug for its duration. Combat boosters last 30 minutes, increased by 20% (6 minutes) for each level of {{sk|Biology|icon=yes}} the user has trained.  


Each flavor of booster has four side effects associated with it. When the booster is used, each of these effects has a chance of occurring. A pilot might have no penalties for using a booster, or could experience all four at once. The chance of getting a side effect is 20% for Standard, 30% for Improved, and 40% for Strong. The effects are -20% for Standard, -25% for Improved, and -30% for Strong. Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants.
Each type of booster has four side effects associated with it. When the booster is used, each of these effects has a chance of occurring. A pilot might have no penalties for using a booster, or could experience all four at once. The chance of getting a side effect is 20% for Standard, 30% for Improved, and 40% for Strong. The penalties are -20% for Standard, -25% for Improved, and -30% for Strong. Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants.


=== Skills ===
=== Skills ===
* {{sk|Biology|mult=yes}}: 20% bonus to attribute booster duration per skill level.
* {{sk|Biology|mult=yes}}: 20% bonus per skill level to attribute booster duration
* {{sk|Neurotoxin Control|mult=yes}}: 5% reduction of potency of side effects per level.
* {{sk|Neurotoxin Control|mult=yes}}: 5% reduction per skill level to booster side effects potency
* {{sk|Neurotoxin Recovery|mult=yes}}: 5% reduction of the chance of having a negative side effect per skill level.
* {{sk|Neurotoxin Recovery|mult=yes}}: 5% reduction per skill level to the chance of having a negative side effect


=== Implants ===
=== Implants ===